fractalNoise
A complete fractal-noise paint: layered simplex noise that morphs over time, read through the color ramp.
fractalNoise(slots: {
angle: PropRef
detail: PropRef
contrast: PropRef
octaves: PropRef
seed: PropRef
space: PropRef
}): Paint
Import noise from shaders/std and use noise.fractalNoise.
angle rotates the pattern (degrees). octaves is how many layers stack (1 to 8, changed live without a recompile), detail how much finer each layer is (1 to 4) and contrast how much weaker (0.1 to 1). seed re-mixes the layers. space is the color-space prop. Reads the definition's colorA, colorB and, when present, stops props.
Parameters
| Name | Type | Notes |
|---|---|---|
slots | `{ |
angle: PropRef
detail: PropRef
contrast: PropRef
octaves: PropRef
seed: PropRef
space: PropRef
}` | |
Example
paint: fractalNoise({angle: p('angle'), detail: p('detail'), contrast: p('contrast'), octaves: p('octaves'), seed: p('seed'), space: p('colorSpace')})
Tip. Declare
animatedTime: {speed: 'speed'}on the definition. The morphing runs on the layer's clock.
See also
worleyNoise— A complete cellular-noise paint: distances to drifting cell points, read through the color ramp.noiseField— A field of smooth noise in the chosen flavor.